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(水教程)抢滩登陆2004(pacific gunner)修改教程
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樱花镇楼
送TA礼物
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2020-10-27 21:39
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二楼迫害钢板
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2020-10-27 21:41
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安阳珂图网络科技
抢滩登陆战
单机版童年经典的电脑游戏,一键下载,一键安装,回味童年。
抢滩登陆战
单机版经典怀旧射击游戏,一次下载,长久使用
2025-03-27 01:55
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首先是各个文件是干什么的
主界面下的Resource文件夹里面包含了全部文件。
Data是主要修改的文件。
Model是模型文件。
Textures是贴图。
Audio是音乐。
UI是按钮等杂七杂八。
剩下的是我乱加进去的。
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3楼
2020-10-27 21:47
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下面是DATA:
area文件中,map打开是一串数字,标明地图每一个点的海拔(初期不要乱改)
dat是关卡的信息,包含关卡里面的一切,可以用记事本打开。
注意里面是英美国家的地名称呼,看惯日本叫法的可能会不适应,
ammo是武器的弹药。
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4楼
2020-10-27 21:50
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games是你的存档们
map是存档的地图存储
font是字库
move是建筑,登陆艇等的坐标
model管的是模型
path是飞机路径
friend和enemy不用说了
emitter是各种粒子效果,飞机烟雾和炮弹轨迹
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5楼
2020-10-28 22:13
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后面的shader不要动
weapon是飞机和船的武器
sprite是武器闪光,不管他
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6楼
2020-10-28 22:15
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friend里面友军文件如下:
struct friend =
{
string name = "a_battleship";
string type = "ENT_TYPE_FRIEND_SHIP";
string model = "battleship";
string weapon_primary = "friend_3in";
string weapon_secondary = "friend_20mm";
string vo_move = "";
string impact_entity = "bomb_exp";
string impact_water = "bomb_exp";
string impact_land = "bomb_exp";
float speed = 0.05;
float damage = 100.0;
float life = 1200.0;
float bsphere = 406.0;
int collide = 2;
vec3 maxBB1 = (38.3908, 25.7757, 398.29);
vec3 minBB1 = (-37.8038, -79.8577, -401.753);
vec3 maxBB2 = (29.614, 136.967, 103.902);
vec3 minBB2 = (-27.532, 26.1386, -176.633);
vec3 fireVec = (0.0, 0.0, 0.0);
float fireAng = 180.0;
float fireDist = 500.0;
float hitPercent = 0.4;
};
string name = "a_battleship";是名称代码,加进游戏时写这个
string type = "ENT_TYPE_FRIEND_SHIP";是种类,这说明是盟军船
string weapon_primary = "friend_3in";
string weapon_secondary = "friend_20mm";两种作为友军的武器,12磅炮和20mm厄利孔
string vo_move = "";移动声音,双引号里面登陆艇才要写入
float speed = 0.05;动作速度
float damage = 100.0;撞击伤害
float life = 1200.0;生命值
float bsphere = 406.0;触发碰撞区域大小,越大越容易被撞
int collide = 2;
vec3 maxBB1 = (38.3908, 25.7757, 398.29);
vec3 minBB1 = (-37.8038, -79.8577, -401.753);
vec3 maxBB2 = (29.614, 136.967, 103.902);
vec3 minBB2 = (-27.532, 26.1386, -176.633);模型判定范围,对于鱼雷有用太小会穿模
vec3 fireVec = (0.0, 0.0, 0.0);火炮发射原点
float fireAng = 180.0;无特别意义
float fireDist = 500.0;开始射击距离
float hitPercent = 0.4;命中率
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7楼
2020-10-28 22:21
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@ 8764874
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2020-10-28 23:20
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string impact_entity = "bomb_exp";
string impact_water = "bomb_exp";
string impact_land = "bomb_exp";
在水上和岸上的撞击效果
int collide = 2;撞击判断,飞机是1,军舰2,地面0
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10楼
2020-10-28 23:23
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struct friend =
{
string name = "a_sandbag2_155mm";
string type = "ENT_TYPE_FRIEND_STRUCTURE";
string model = "P_sandbag";
string weapon_primary = "friend_155mm";
string weapon_secondary = "friend_ship_machine_gun2";
string vo_move = "";
string impact_entity = "bomb_exp";
string impact_water = "bomb_exp";
string impact_land = "bomb_exp";
float speed = 0.08;
float damage = 100.0;
float life = 600.0;
float bsphere = 100.0;
int collide = 2;
vec3 maxBB1 = (10.0,20.0,10.0);
vec3 minBB1 = (-10.0,11.0,-10.0);
vec3 maxBB2 = (20.0,10.0,20.0));
vec3 minBB2 = (-20.0,-2.0,-40.0);
vec3 fireVec = (0.0, 0.0, 0.0);
float fireAng = 45.0;
float fireDist = 500.0;
float hitPercent = 0.3;
};
友军陆上建筑,这个是榴弹炮阵地
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11楼
2020-10-28 23:56
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敌军飞机数据格式:
struct enemy =
{
string name = "zero";代号,加进游戏里面用
string type = "ENT_TYPE_ENEMY_PLANE";种类,日本飞机
string model = "zero";模型代号
string sound = "audio\\p_z1.wav";飞行音效
string weapon_primary = "enemy_machine_gun";敌军主要武器
string weapon_secondary = "none";敌军次要武器
string impact_entity = "plane_exp_air";
string impact_water = "plane_exp_water";
string impact_land = "plane_exp_land";在水上和岸上的撞击效果
float speed = 3.6;速度,越大越快
float damage = 25.0;撞击损伤,实际输出大概是这个数值的三倍左右
float life = 10.0;生命值
float bsphere = 12.0;触发碰撞区域大小,越大越容易被撞
int collide = 1;撞击判断,飞机是1,军舰2,地面0
int weapon_class = 1;攻击形式,1为战斗机,3为轰炸机,2为鱼雷机
};
另一个:
struct enemy =
{
string name = "jill"; (B6M JILL)
string type = "ENT_TYPE_ENEMY_PLANE";
string model = "jill";
string sound = "audio\\p_kt.wav";
string weapon_primary = "enemy_machine_gun2";机枪
string weapon_secondary = "enemy_air_torpedo";鱼雷
string impact_entity = "bomb_exp";
string impact_water = "plane_exp_water";
string impact_land = "bomb_exp";
string impact_air = "plane_exp_air";
float speed = 11.0;
float damage = 45.0;
float life = 41.0;
float bsphere = 13.0;
int collide = 1;
int weapon_class = 2;鱼雷机
};
struct enemy =
{
string name = "betty"; (G4M BETTY)
string type = "ENT_TYPE_ENEMY_PLANE";
string model = "betty";
string sound = "audio\\p_vl.wav";
string weapon_primary = "enemy_machine_gun";
string weapon_secondary = "enemy_bomb";炸弹
string impact_entity = "bomb_exp";
string impact_water = "plane_exp_water";
string impact_land = "bomb_exp";
string impact_air = "plane_exp_air";
float speed = 7.5;
float damage = 60.0;
float life = 60.0;
float bsphere = 15.0;
int collide = 1;
int weapon_class = 3;轰炸机
};
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12楼
2020-10-29 00:03
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武器定义在weapon文件里面:
玩家武器格式:
struct weapon =
{
string name = "20mm";代号
string type = "ENT_TYPE_PLAYER_WEAPON";种类是玩家武器
string ammo = "2aa";使用的炮弹
int ammo_unlimited = 1;炮弹是否无限,默认1
float fire_rate = 0.15;射速
struct barrel =炮管和底座模型,不建议改
{
string model = "n20mm_barrel";
vec3 pos = (0.0, -4.375, 2.0);
vec3 ammo_pos = (0.072, 3.437, 3.527);
vec3 recoil = (0.0, 0.0, -2.0);
float recoil_rate = 0.8;
};
struct base =
{
string model = "n20mm_body";
vec3 pos = (0.0, -4.375, 2.0);
vec3 ammo_pos = (7.10, -1.3, 18.0);
vec3 recoil = (0.0, 0.0, -0.3);
float recoil_rate = 0.8;
};
};
友军武器格式
struct weapon =
{
string name = "friend_3in";代号
string type = "ENT_TYPE_FRIEND_WEAPON";种类是友军武器
string ammo = "friend_3in";弹药
int ammo_unlimited = 1;
float fire_rate = 1.75;发射频率
** ai **
int ai_enable = 1;ai可以用
float ai_fire_percent = 0.9;发射概率
float ai_fire_timer = 2.0;发射计时
float ai_fire_burst_timer = 1.0;
float ai_fire_dist_min = 100.0;ai射界
float ai_fire_dist_max = 2100.0;ai发射距离极限
float ai_fire_ang = 45.0;
** ai **
struct barrel =
{
string model = "none";
vec3 pos = (0.0, 0.0, 5.0);炮管位置在哪里,没有必要改
vec3 ammo_pos = (-5.50, -0.3, 7.0);
vec3 recoil = (0.0, 0.0, 0.0);
float recoil_rate = 0.0;
};
struct barrel =
{
string model = "none";
vec3 pos = (0.0, 0.0, 5.0);
vec3 ammo_pos = (5.50, -0.3, 7.0);
vec3 recoil = (0.0, 0.0, 0.0);
float recoil_rate = 0.0;
};
};
敌军武器格式:
struct weapon =
{
string name = "enemy_air_torpedo";发射概率
string type = "ENT_TYPE_ENEMY_WEAPON";种类是敌军武器
string ammo = "enemy_air_torpedo";
int ammo_unlimited = 1;
float fire_rate = 15.0;
** ai **
int ai_enable = 1;
float ai_fire_percent = 0.8;
float ai_fire_timer = 15.0;发射计时,归零则发射
float ai_fire_burst_timer = 1.0;
float ai_fire_dist_min = 300.0;
float ai_fire_dist_max = 1600.0;
float ai_fire_ang = 15.0;
** ai **
struct barrel =
{
string model = "torpedo_attach";鱼雷
vec3 pos = (0.0, 0.0, 0.0);在敌军飞机上的位置,重要
vec3 ammo_pos = (0.0, 0.0, 0.0);弹药发射位置,重要
vec3 recoil = (0.0, 0.0, 0.0);
float recoil_rate = 0.0;
};
};
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13楼
2020-10-29 00:11
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弹药在ammo文件
struct ammo =
{
string name = "2aa";代号
string type = "ENT_TYPE_PLAYER_AMMO";玩家弹药
string model = "tracer2";炮弹模型代码
string sound = "audio\\g_20mm.wav";飞行声音
string impact_entity = "spark";
string impact_water = "splash_big";落水效果
string impact_land = "spark2";撞击地面效果
float speed = 30.0;速度,越快弹药越平直
float damage = 10.0;弹丸伤害
float life = 1.5;炮弹生命值,但是实际上很难打到
float lifeTimer = 3.0;炮弹自毁计时
float bsphere = 10.0;VT效果,越大效果越突出
int collide = 1;撞击判断,飞机是1,军舰2,地面0,弹药也是1
int lifeImpact = 0;
};
struct ammo =
{
string name = "friend_machine_gun2";
string type = "ENT_TYPE_FRIEND_AMMO";友军弹药
string model = "tracer";
string sound = "audio\\gai_30ca.wav";
string impact_entity = "spark2";
string impact_water = "splash_small";
string impact_land = "spark2";
float speed = 15.0;
float damage = 3.25;
float life = 1.5;
float lifeTimer = 1.5;
float bsphere = 2.0;
int collide = 0;
int lifeImpact = 0;
};
炸弹格式:
struct ammo =
{
string name = "enemy_bomb";
string type = "ENT_TYPE_ENEMY_AMMO";
string model = "bomb";
string sound = "audio\\f_bb_fl.wav";
string impact_entity = "bomb_exp2";
string impact_water = "plane_exp_water";
string impact_land = "bomb_exp";
float speed = 2.0;
float damage = 200.0;
float life = 1.0;
float lifeTimer = 10.0;
float bsphere = 35.0;
int collide = 1;
int lifeImpact = 0;
};
例子:
struct ammo =
{
string name = "ohka";
string type = "ENT_TYPE_ENEMY_AMMO";
string model = "ohka";
string sound = "audio\\engine_rocket.wav.wav";
string particle01 = "plane_smoke";
string particle02 = "plane_smoke";
string impact_entity = "bomb_exp";
string impact_water = "shell_exp_water";
string impact_land = "bomb_exp";
float speed = 15.5;
float damage = 300.0;
float life = 10.0;
float lifeTimer = 60.0;
float bsphere = 120.0;
int collide = 1;
int lifeImpact = 1;
};
注意里面的粒子“particle”不需要可以不加
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2020-10-29 00:18
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接下来是关卡文件格式:
以下是我修改过的关岛关卡
开头载入部分:
event_start_area: 0.0 1
event_start_level: 0.0 1
event_add_entity: 0.0 friend sky_day origin
event_add_entity: 0.0 friend water origin
打开关卡和天空,水面。
天空有4种:morn(早晨),day(正午),dusk(黄昏),night(夜晚)
水似乎有两种water02和water
event_add_entity: 0.0 friend player_ship player_ship
载入玩家舰船,不能改
event_add_entity: 0.0 friend E_jIsle04 L11_E_jIsle04
event_add_entity: 0.0 friend E_beach_guam L11_E_beach
event_add_entity: 0.0 friend E_jIsle05 L11_E_jIsle05
event_add_entity: 0.0 friend E_jIsle06 L11_E_jIsle06
海滩和岛屿载入
event_add_entity: 0.0 friend P_palm L11_P_palm1
event_add_entity: 0.0 friend P_palm L11_P_palm2
event_add_entity: 0.0 friend P_palm L11_P_palm3
event_add_entity: 0.0 friend P_palm L11_P_palm4
event_add_entity: 0.0 friend P_palm L11_P_palm5
event_add_entity: 0.0 friend P_palm L11_P_palm6
event_add_entity: 0.0 friend P_palm L11_P_palm7
event_add_entity: 0.0 friend P_palm L11_P_palm8
event_add_entity: 0.0 friend P_palm L11_P_palm9
棕榈树
event_add_entity: 0.0 enemy j_fort L11_j_P_bnkrBg
event_add_entity: 0.0 enemy j_bunker_big L11_j_P_bnkrBg02
event_add_entity: 0.0 enemy j_bunker_big L11_j_P_bnkrBg05
event_add_entity: 0.0 enemy j_bunker_big L11_j_P_bnkrBg08
event_add_entity: 0.0 enemy j_bunker_big L11_j_P_bnkrBg09
event_add_entity: 0.0 enemy j_fort L11_j_P_bnkrSm01
event_add_entity: 0.0 enemy j_bunker_big L11_j_P_bnkrSm05
event_add_entity: 0.0 enemy j_fort L11_j_P_bnkrSm06
event_add_entity: 0.0 friend e_cornerA L11_e_cornerA
event_add_entity: 0.0 friend e_cornerB L11_e_cornerB
event_add_entity: 0.0 enemy j_fort L11_j_P_bnkrBg11
event_add_entity: 0.0 enemy j_bunker_big L11_j_P_bnkrBg12
event_add_entity: 0.0 enemy j_fort L11_j_P_bnkrBg13
event_add_entity: 0.0 enemy j_bunker_big L11_j_P_bnkrBg14
event_add_entity: 0.0 enemy j_fort L11_j_P_bnkrBg15
敌军堡垒
event_add_entity: 0.0 friend a_lcs L11_Lndcrft_08
event_add_entity: 0.0 friend a_lst L11_Lst_02
event_add_entity: 0.0 friend a_lcs L11_Lndcrft_11
event_add_entity: 0.0 friend a_lcs L11_Lndcrft_12
event_add_entity: 0.0 friend a_lcs L11_Lndcrft_14
event_add_entity: 0.0 friend a_lcs L11_Lndcrft_15
event_add_entity: 0.0 friend a_lst L11_Lst_03
event_add_entity: 0.0 friend a_lcs L11_Lndcrft_17
event_add_entity: 0.0 friend a_lcs L11_Lndcrft_18
event_add_entity: 0.0 friend a_lcs L11_Lndcrft_20
event_add_entity: 0.0 enemy j_bunker_big L11_j_P_bnkrBg
event_add_entity: 0.0 enemy j_bunker_small L11_j_P_bnkrSm01
event_add_entity: 0.0 enemy j_bunker_small L11_j_P_bnkrBg11
event_add_entity: 0.0 enemy j_bunker_small L11_j_P_bnkrBg13
event_add_entity: 0.0 enemy j_bunker_small L11_j_P_bnkrBg15
登陆艇
event_add_entity_gun: 0.0 friend a_escort2 L11_Escort_02 Esc_30 0
event_add_entity_gun: 0.0 friend a_cruiser2 L11_Destryer_01 Cru_40 1
event_add_entity_gun: 0.0 friend a_battleship2 L11_Bttlship_01 Btl_3a 1
event_add_entity_gun: 0.0 friend a_Lcruiser2 L11_Destryer_04 Des_20b 0
event_add_entity_gun: 0.0 friend a_cruiser L11_Cruiser_01 Cru_3 1
event_add_entity_gun: 0.0 friend a_destroyer L11_Destryer_05 Des_20a 0
event_add_entity_gun: 0.0 friend a_battleship2 L11_Bttlship_02 Btl_Mn 0
event_add_entity_gun: 0.0 friend a_cruiser2 L11_Destryer_03 Btl_3b 1
event_add_entity_gun: 0.0 friend a_cruiser L11_Cruiser_02 Cru_40 1
event_add_entity_gun: 0.0 friend a_destroyer L11_Destryer_02 Des_20a 1
友军军舰
event_add_ammo: 0.0 0 100
event_add_ammo: 0.0 1 50
event_add_ammo: 0.0 2 50
event_add_ammo: 0.0 3 50
event_add_ammo: 0.0 4 50
event_add_ammo: 0.0 5 50
event_add_ammo: 0.0 6 50
event_add_ammo: 0.0 7 50
event_add_ammo: 0.0 8 50
event_add_ammo: 0.0 9 50
弹药装填
event_set_lens_flare: 0.0 0 1
event_set_lens_flare: 0.0 1 1
event_set_lens_flare: 0.0 2 1
event_set_lens_flare: 0.0 3 0
event_set_lens_flare: 0.0 4 1
event_set_lens_flare: 0.0 5 0
event_set_lens_flare: 0.0 6 1
event_set_lens_flare: 0.0 7 1
event_set_lens_flare: 0.0 8 1
event_set_lens_flare: 0.0 9 1
event_set_ambient: 0.0 0.94 0.93 0.87
氛围设定,具体关系我没摸透
event_set_sun: 0.0 1.0 0.96 0.88 -1000.0 206.0 0.0
太阳位置坐标
event_set_clear_color: 0.0 99.0 154.0 196.0
后三位是颜色,RGB
event_play_music: 0.0 audio\\4.wav 1
关卡音乐
IP属地:广西
15楼
2020-10-29 00:28
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xhj970210
新兵
1
该楼层疑似违规已被系统折叠
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event_add_entity_gun: 0.0 friend a_escort2 L11_Escort_02 Esc_30 0
event_add_entity_gun(友军炮台): 0.0 friend a_escort2(护卫舰2) L11_Escort_02(位置代码) Esc_30(炮台:。30机枪) 0(0,1为左右向,注意船上的0.30机枪和舰炮只能为0)
炮位有:
Cru_40 巡洋舰博福斯
Esc_30 30机枪,船
Des_40 驱逐舰博福斯
Btl_40 战列舰博福斯(射界小)
Cru_50 巡洋舰50机枪
Esc_50 护卫舰50机枪
Btl_3a 战列舰防空炮
Btl_3b 战列舰炮廓炮(射界小)
Des_20a,Des_20b驱逐舰厄利孔
Esc_20a,Esc_20b护卫舰厄利孔
IP属地:广西
16楼
2020-10-29 00:35
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